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<title>RRRSRoguelike: C:/Users/Andrew Sadler/Desktop/Sync/RRRS Rogue/RootII/rrrsroguelike/RRRSRoguelike/Entities/Creatures/Monster.cs Source File</title>
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   <div id="projectname">RRRSRoguelike&#160;<span id="projectnumber">0.3.0.</span></div>
   <div id="projectbrief">This is a Roguelike C# game that has a really simple goal - pickup a sword and kill the monster(s). Of course if you don't pickup the sword you can guess what happens.</div>
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<h1>C:/Users/Andrew Sadler/Desktop/Sync/RRRS Rogue/RootII/rrrsroguelike/RRRSRoguelike/Entities/Creatures/Monster.cs</h1>  </div>
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<a href="_monster_8cs.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 ﻿using System;
<a name="l00002"></a>00002 <span class="keyword">using</span> System.Collections.Generic;
<a name="l00003"></a>00003 <span class="keyword">using</span> System.Linq;
<a name="l00004"></a>00004 <span class="keyword">using</span> System.Text;
<a name="l00005"></a>00005 <span class="keyword">using</span> System.Drawing;
<a name="l00006"></a>00006 <span class="keyword">using</span> System.Numerics;
<a name="l00007"></a>00007 <span class="keyword">using</span> RRRSRoguelike;
<a name="l00008"></a>00008 <span class="keyword">using</span> RRRSRoguelike.Managers;
<a name="l00009"></a>00009 <span class="keyword">using</span> RRRSRoguelike.Helpers;
<a name="l00010"></a>00010 <span class="keyword">using</span> RRRSRoguelikeData;
<a name="l00011"></a>00011 
<a name="l00012"></a>00012 <span class="keyword">namespace </span>RRRSRoguelike.Entities
<a name="l00013"></a>00013 {
<a name="l00017"></a><a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html">00017</a>     <span class="keyword">public</span> <span class="keyword">class </span><a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html" title="Represents the current sole bad guy.">Monster</a> : <a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_creature.html" title="base class for all living entities">Creature</a>
<a name="l00018"></a>00018     {
<a name="l00019"></a>00019 
<a name="l00020"></a><a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html#a9b014f3d258d2e08f29813b3e0abdf89">00020</a>         <span class="keyword">public</span> <span class="keywordtype">bool</span> <a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html#a9b014f3d258d2e08f29813b3e0abdf89">hasMoved</a>;
<a name="l00021"></a>00021 
<a name="l00022"></a>00022 <span class="preprocessor">        #region constructor</span>
<a name="l00023"></a>00023 <span class="preprocessor"></span>
<a name="l00024"></a>00024 
<a name="l00025"></a>00025 
<a name="l00026"></a>00026 
<a name="l00027"></a><a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html#a0bf625ffe07cc019bc985f6d5322482e">00027</a>         <span class="keyword">public</span> <a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html" title="Represents the current sole bad guy.">Monster</a>(Point position)
<a name="l00028"></a>00028             : base()
<a name="l00029"></a>00029         {
<a name="l00030"></a>00030             this.TileData = TileData.ReadTileDataFromXML(<span class="stringliteral">&quot;Creatures/Monster.xml&quot;</span>);
<a name="l00031"></a>00031             this.Position = position;
<a name="l00032"></a>00032         }
<a name="l00033"></a>00033 <span class="preprocessor">        #endregion</span>
<a name="l00034"></a>00034 <span class="preprocessor"></span>
<a name="l00035"></a>00035 <span class="preprocessor">        #region methods</span>
<a name="l00036"></a>00036 <span class="preprocessor"></span>        <span class="comment">//The monster should be in charge of where it moves.</span>
<a name="l00037"></a>00037         <span class="comment">//This should be a behaviour that can be used by any creature</span>
<a name="l00043"></a><a class="code" href="class_r_r_r_s_roguelike_1_1_entities_1_1_monster.html#ac02278cfdcb03494e142253c8c3d4983">00043</a> <span class="comment"></span>        <span class="keyword">public</span> <span class="keywordtype">void</span> MoveToPlayer(Point playerLocation,IList&lt;Monster&gt; monsters)
<a name="l00044"></a>00044         {
<a name="l00045"></a>00045             Point temp = Position ;
<a name="l00046"></a>00046             
<a name="l00047"></a>00047             <span class="comment">//move on x axis toward player</span>
<a name="l00048"></a>00048             <span class="keywordflow">if</span> (X != playerLocation.X)
<a name="l00049"></a>00049                 temp.X += (X &gt; playerLocation.X) ? -1 : 1;
<a name="l00050"></a>00050             <span class="comment">//move on y axis toward player</span>
<a name="l00051"></a>00051             <span class="keywordflow">if</span> (Y != playerLocation.Y)
<a name="l00052"></a>00052                 temp.Y += (Y &gt; playerLocation.Y) ? -1 : 1;
<a name="l00053"></a>00053 
<a name="l00054"></a>00054             <a class="code" href="class_r_r_r_s_roguelike_1_1_helpers_1_1_dungeon_level.html">DungeonLevel</a>.<a class="code" href="class_r_r_r_s_roguelike_1_1_helpers_1_1_dungeon_level.html#ae9f77e617db188a535c77b6076d18dab">ClampToDungeon</a>(temp);
<a name="l00055"></a>00055 
<a name="l00056"></a>00056             <span class="comment">// m stands for Monster in monsters. Prevents monsters from stacking(moving onto the same square).</span>
<a name="l00057"></a>00057             <span class="keywordflow">if</span> (!monsters.Any(m=&gt;m.X == temp.X &amp;&amp; m.Y == temp.Y))
<a name="l00058"></a>00058             {
<a name="l00059"></a>00059                 hasMoved = <span class="keyword">true</span>;
<a name="l00060"></a>00060                 Position = temp;
<a name="l00061"></a>00061             }
<a name="l00062"></a>00062             <span class="keywordflow">else</span> <span class="keywordflow">if</span> (!monsters.Any(m =&gt; m.X == temp.X &amp;&amp; m.Y == Position.Y))
<a name="l00063"></a>00063             {
<a name="l00064"></a>00064                 <span class="comment">//this resets the temp move to the orginal position resulting in no move on the x axis</span>
<a name="l00065"></a>00065                 temp.Y = Position.Y;
<a name="l00066"></a>00066                 hasMoved = <span class="keyword">true</span>;
<a name="l00067"></a>00067                 Position = temp;
<a name="l00068"></a>00068             }
<a name="l00069"></a>00069             <span class="keywordflow">else</span> <span class="keywordflow">if</span> (!monsters.Any(m =&gt; m.X == Position.X &amp;&amp; m.Y == temp.Y))
<a name="l00070"></a>00070             {
<a name="l00071"></a>00071                 <span class="comment">//this resets the temp move to the orginal position resulting in no move on the y axis</span>
<a name="l00072"></a>00072                 temp.X = Position.X;
<a name="l00073"></a>00073                 hasMoved = <span class="keyword">true</span>;
<a name="l00074"></a>00074                 Position = temp;
<a name="l00075"></a>00075             }
<a name="l00076"></a>00076             <span class="keywordflow">else</span>
<a name="l00077"></a>00077             {
<a name="l00078"></a>00078                 <span class="keywordflow">if</span>(X == temp.X &amp;&amp; Y == temp.Y || monsters.Where(m =&gt; m.Position == temp).First().hasMoved)
<a name="l00079"></a>00079                     hasMoved = <span class="keyword">true</span>;
<a name="l00080"></a>00080             }
<a name="l00081"></a>00081 
<a name="l00082"></a>00082 
<a name="l00083"></a>00083             <span class="comment">//Currently not used</span>
<a name="l00084"></a>00084             <span class="comment">//this.CalculateBestMove(DungeonManager.Instance.CreatureManager.Player.Position);</span>
<a name="l00085"></a>00085         }
<a name="l00086"></a>00086 <span class="preprocessor">#endregion</span>
<a name="l00087"></a>00087 <span class="preprocessor"></span>
<a name="l00088"></a>00088     }
<a name="l00089"></a>00089 }
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